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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_shader_shared.hh)
/** Decoded page data structure. */
struct ShadowPageData {
/** Tile inside the tilemap atlas. */
ivec2 tile;
};
#define SHADOW_PAGE_NO_DATA 0xFFFFFFFF
uvec2 shadow_page_from_index(ShadowPagePacked index)
{
return uvec2(index % SHADOW_PAGE_PER_ROW, index / SHADOW_PAGE_PER_ROW);
}
uint shadow_page_to_index(uvec2 page)
{
return page.y * uint(SHADOW_PAGE_PER_ROW) + page.x;
}
ShadowPageData shadow_page_data_unpack(ShadowPagePacked data)
{
ShadowPageData page;
page.tile.x = data & 0xFFF;
page.tile.y = (data >> 12) & 0xFFF;
return page;
}
ShadowPagePacked shadow_page_data_pack(ShadowPageData page)
{
ShadowPagePacked data;
data = page.tile.x;
data |= page.tile.y << 12;
return data;
}
/** \a unormalized_uv is the uv coordinates for the whole tilemap [0..SHADOW_TILEMAP_RES]. */
vec2 shadow_page_uv_transform(uvec2 page, uint lod, vec2 unormalized_uv)
{
vec2 page_texel = fract(unormalized_uv / float(1u << lod));
/* Assumes atlas is squared. */
return (vec2(page) + page_texel) / vec2(SHADOW_PAGE_PER_ROW);
}
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